Large Fiend (Demon), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., Swim 5 ft. (Becomes 30 ft while in lava)
STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
9 (-1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +6, DEX +6, WIS +4
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Infernal, Telepathy 110 ft. (Works only on creatures that understand Common, Abyssal, or Infernal)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The reveler has advantage on saving throws against spells and other magical effects.

Minor Devil-Sight. The reveler's darkvision is only halved in magical darkness.

Flaming Pounce. If the reveler moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone and take an extra 7 (2d8) fire damage on a failed save, or half as much damage and not be knocked prone on a success. If the target is prone, the reveler can make one bite attack against it as a bonus action.

Innate Spellcasting. The reveler can cast produce flame and darkness (2/day) requiring no material components and using Charisma as its spellcasting ability (spell save DC 14). 

Actions

Multiattack. The reveler makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 1 necrotic damage and the target must make a DC 15 Constitution saving throw or have vulnerability to fire damage (reveler's choice) for the next 10 minutes.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Horrific Demonitization (1/Day). The reveler makes a claw attack against a creature. If the attacks hits, the target takes half the normal damage and must succeed on a DC 19 Strength saving throw or be grappled until the end of the next round. While grappled in this way, the target takes 18 (3d10 + 2) psychic damage plus 9 (2d8) necrotic damage at the start of each of its turns.  If a creature is reduced to 0 hit points by this damage, it dies and its body dissolves into glowing red-orange ichor before reforming into a cackler demon (see "Guildmasters' Guide to Ravnica" sourcebook) in the next minute. In between that time, the killed creature's body ichor must be sprinkled with holy water and reformed with its soul repaired by a wish. After the demonic transformation, only divine intervention from one of the most powerful gods in the multiverse can bring the demonitized creature back to life. 

Description

Bedlam revelers are the ghosts of powerful demons that died terrible deaths in the Abyss that have made their way to the Material Plane and taken on a full form. Often, a bedlam reveler, while in its incorporeal spirit form, will posses a humanoid host if it lacks enough raw demonic magic to take on a physical form. When this happens, the reveler takes control of its host and transforms it into a combination of the revelers natural form and a semi-humanoid form. 

When somebody is possessed by a reveler, they gain the reveler's statistics, but keep their spellcasting trait (if they have one) and their Wisdom and Intelligence scores.

Monster Tags: Demon

Dragonekillax2

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